Developer Diaries

King Arthur Developer Diary #2

One place where sound memory is not an issue is in the numerous video cutscenes, featuring either footage from the film or the pre-rendered CG cutscenes used to illustrate areas where the game diverges slightly from the film. Film-footage cutscenes usually only require some tweaking of audio levels and dubbing on Rednote's wonderful musical score, though there were occasionally sound effects missing from the files we received from Buena Vista. The CG cutscenes were a lot of fun to do since they were non-interactive, though we had very little time in which to dub them all as the film was only complete AFTER the game had reached alpha.

As had been mentioned earlier we were not able to use any of Hans Zimmer's movie score, due to the lack of time. Konami contracted Rednote Audio to provide the score in a very short space of time, and the result, in my opinion, it fits the game better than the film score would have.

That's about all from me. Have a play when the game is released and see what you think. Thanks go out to Quin and Matt for their long hours, and Ryan and GV for their sound programming, and the rest of the team for their help.